Warning this is really long and covers every single skill, trait, and mechanic of Reaper
After a weekend of testing Reaper in PvP this is what I’ve come up with for feedback specific to Reaper; I’ll try to keep my issues with the rest of Necromancer as an aside, though they will bleed in since some issues I am finding with Reaper could also be solved in the base profession potentially.
As a general note I think Reaper is well designed at a core level, and its main issues are either balance related, or more strikingly the fact that core Necromancer still has major deficiencies, especially when it comes to weapon sets, defensive traits and utilities, and general issues like lack of fields/finishers for comboing. I find that Reaper is more often held back by the base Necromancer profession than by itself, though I would really like to see active defense on one of the shouts, which I’ll mention later.
One thing that needs to be checked is how Reaper ends up comparing when you look at CPS (coefficients per second) for PvE use, as a lot of what I’m seeing is that Reaper can “feel” good, but overall not deal quite the DPS it should once you get into the numbers. I’d just make sure that everything is appropriate. I also think there is something to mention about the almost overload of things like vulnerability/might/crit chance being added to Necromancer right now. Its cool that we can get like 150% crit chance without a single investment in precision and no fury, but at a certain point it gets to be too much. I think changing at least one or two of these traits, especially Death Perception or Decimate Defenses, to flat damage modifiers is a great way to address PvE damage while not reducing the impact of the trait elsewhere.
Reaper Shroud
Reaper Shroud is proccing weapon swap, which is GREAT, please apply this to normal Death Shroud. Also, I really want to highlight how well Reaper’s Shroud handles the theme of Reaper. It has a slow, heavy hitting attack with a large payoff, it has a skill that makes you feel like an unstoppable force, and it has a gap closer that isn’t too much, but still allows you to try to stick to targets. It gives you the slow, unstoppable feeling without just loading cast times onto everything unnecessarily, it conveys the horror theme without suffering balance issues.
Life Rend/Life Slash/Life Reap – Overall great, it can deal good damage, although I’d look at its actual DPS through coefficients per second, and see if they are adequately higher than Life Blast, which has a ranged aspect.
Death’s Charge – Needs to function like a targeted leap so that it can stop early and more properly chase people. As it is now you will almost always miss with it, and I have kited myself even more than enemies have due to how impossible it is to aim. The only skills that function like it does currently have evades tied to them, but this needs to function like a normal leap for sticking to targets better.
Infusing Terror/Terrify – Great skill, addresses some stability issues, at least while in shroud (still need stability), and the fear is still present, but at the cost of not being instant. I think its a fair trade off. Overall I wouldn’t touch this skill at all, just wanted to say it is a really cool skill, a ton of fun to use.
Soul Spiral – Another great skill. It trades off the range of Life Transfer for a bit extra damage which is done in 2 seconds instead of 3.5, and 11 ticks of Transfusion instead of 8. Overall great, wouldn’t change a thing mechanically, but it would be nice to have the 2s duration listed in the cast time.
Executioner’s Scythe – Easily the most fun skill to use on all of Necromancer. Huge execution damage, ice field is really strong, stun, it makes it strong to use at the beginning or end of the fight depending on whether you want the 10k+ huge crit execute or the stun+ice field. Love it. The only problem with it is that it seems extremely easy for the enemy to make it miss, without actually doing anything except walking around. I think a good change would be that if the field hits the enemy, the ability counts as hitting (prioritizing the targeted enemy, and then if none is targeted whoever is closest to the middle), this makes it more forgiving to aim, but still easy enough to avoid if you just dodge the animation.
(edited by Bhawb.7408)